Mark Leone's home page

Bio

Mark Leone

I am a principal engineer at NVIDIA on the OptiX ray tracing team. My focus is eliminating technical obstacles to the adoption of GPUs for film-quality rendering in visual-effects and feature animation.

I joined Pixar early in my career, where I was the lead developer of the RenderMan shading system. At Pixar I worked on five films including Ratatouille and Wall-E. For many years RenderMan was an industry standard, and my code helped render over 140 feature films.

I later moved to New Zealand to join Weta Digital, where I helped develop the Manuka renderer.
My primary contributions were a native-code shading language compiler and a novel shading architecture that moved material evaluation out of the inner loop of path tracing. My work on the Manuka and RenderMan shading systems was recognized by a nomination for a Scientific and Technical Academy Award in 2016.

I helped deploy Manuka to production and took an active role in its use on over 30 films at Weta, including Avengers: Infinity War, Avengers: Endgame, The Hobbit, and War for the Planet of the Apes. Manuka rendered both Avatar: The Way of Water and Avatar: Fire and Ash, the latter of which was awarded the Academy Award for Best Visual Effects at the 2025 Oscars.

LinkedIn · GitHub · X/Twitter

Production highlight videos

Interests

  • Shading languages and rendering.
  • Compilers and programming language design.
  • Turning research ideas into production software.
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  • Advanced program transformations — specialization, vectorization, and related techniques.
  • High-performance systems: multithreading, data parallelism, GPU acceleration.

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More recently, I’ve been interested in developing robust multi-agent workflows for enterprise-grade software development.

I volunteer as a technical mentor at Lassonde Studios at the University of Utah.


Experience

Principal Engineer, NVIDIA, Aug 2018–present · Salt Lake City

  • Lead developer of the OptiX Demand Loading Library: hardware-accelerated sparse textures loaded on demand via CUDA virtual memory, significantly reducing GPU memory requirements and I/O bandwidth.

  • Developing LLVM-based compilation techniques for fast GPU machine code generation.

  • Addressing technical obstacles to the adoption of GPU rendering in the VFX industry.

Head of Rendering Technology, Weta Digital, Mar 2017–Jul 2018

  • Led development of the Manuka renderer, which emphasized high quality shading without sacrificing path tracing performance.
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  • Managed the Rendering department, including project management, stakeholder engagement, long-term planning, and production support management.
  • Our team contributed to over 30 movies at Weta Digital, including War for the Planet of the Apes, which was nominated for the Academy Award for Best Visual Effects.
  • Manuka is the core technology behind the Avatar: Flight of Passage attraction at Walt Disney World.

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Senior Researcher, Weta Digital, Apr 2010–Mar 2017

  • Developed the Manuka shading system, including an advanced compiler that generates native code from RSL using a unique batch-oriented code generator that ensured high texture and memory locality.
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  • Built a RenderMan-compliant front end for the renderer, including RIB parser, rendering and plugin APIs, and hierarchical graphics state.
  • Shared leadership responsibilities, including project management.

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Senior Graphics Software Architect, Intel Corporation, May 2008–Apr 2010

  • Led development of SLX, the shading language for native rendering on Intel’s Larrabee platform.
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  • Implemented major compiler components, including parser, typechecker, and code generator.
  • Incorporated the LLVM compiler toolkit for analysis and optimization.
  • Led a small compiler engineering team using Agile methodologies. Defined milestones, managed estimation and sprint planning, tracked bugs and feature requests, and led testing and documentation efforts.

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Senior Graphics Software Engineer, Pixar Animation Studios, May 2002–May 2008

  • Lead developer of RenderMan shading system.
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  • Developed advanced shading language features, including shader objects and co-shaders.

  • Redesigned shading system for multi-threaded execution.

  • Achieved significant performance improvements by tuning for locality.

  • Extensively refactored a large 15-year-old code base.

  • In its heyday, this system was employed in the production of over 140 movies by numerous studios.

  • Developed next-generation shading language for Grail renderer.

    • Designed object-oriented shading framework with inheritance and virtual methods.
    • Implemented compiler front-end and intermediate infrastructure.
    • Developed various program analyses and optimizations.

U.S. Patent 7,589,719: Fast multi-pass partitioning via priority-based scheduling. Issued Sep. 15, 2009.

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Senior Programmer, Zoesis Studios, Sep 1998–Apr 2002

  • Developed compiler and run-time system for AI-driven, personality-rich animated characters.
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  • Language features included fine-grained multithreading, a RETE-based production system, backtracking, and execution lookahead for animation blending.

OttoAndIris.com: Juried exhibit, SIGGRAPH 2001 Emerging Technologies.

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Visiting Lecturer and Researcher, Indiana University, Sep 1996–Aug 1998

  • NSF Grant CCR-97-11269: A Staged Compiler Architecture for Dynamic Program Optimization, with R. Kent Dybvig.

Intern, Jet Propulsion Laboratory, 1987

  • Ground support software for the Mars Observer spacecraft, including a novel testing framework.

Education

  • M.S. Computer Science, Carnegie Mellon University, 1989–1996
  • B.S. Computer Science, Cornell University, 1985–1989

Film Credits (IMDb)

Film Year Gross (M)
Avengers: Endgame 2019 $2,799
Avatar: The Way of Water 2022 $2,334
Avengers: Infinity War 2018 $2,048
Furious 7 2015 $1,515
The Hobbit: An Unexpected Journey 2012 $1,017
The Jungle Book 2016 $967
The Hobbit: The Battle of the Five Armies 2014 $962
The Hobbit: The Desolation of Smaug 2013 $959
Batman v Superman: Dawn of Justice 2016 $874
Finding Nemo 2003 $871
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Guardians of the Galaxy Vol. 2 2017 $864
Dawn of the Planet of the Apes 2014 $711
Justice League 2017 $658
The Hunger Games: Mockingjay – Part 2 2015 $653
The Incredibles 2004 $632
Ratatouille 2007 $624
WALL·E 2008 $533
War for the Planet of the Apes 2017 $491
Rise of the Planet of the Apes 2011 $482
Cars 2006 $462
Rampage 2018 $428
Alita: Battle Angel 2019 $405
Independence Day: Resurgence 2016 $390
The Adventures of Tintin 2011 $374
Maze Runner: The Scorch Trials 2015 $312
Maze Runner: The Death Cure 2018 $288
Alvin and the Chipmunks: The Road Chip 2015 $235
Valerian and the City of a Thousand Planets 2017 $226
Central Intelligence 2016 $217
Fantastic Four 2015 $168
Pete’s Dragon 2016 $144
Mortal Engines 2018 $84
Krampus 2015 $62
Spectral 2016

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Selected Papers

Fascione, Hanika, Leone, Droske, Schwarzhaupt, Davidovic, Weidlich. Manuka: A batch-shading architecture for spectral path tracing in movie production. ACM Transactions on Graphics, 37, 2018. DOI · PDF

Mark Leone, Peter Lee. Dynamic Specialization in the Fabius System. ACM Computing Surveys, vol. 30, no. 3es, article 23, 1998. DOI · PDF

Peter Lee, Mark Leone. Optimizing ML with Run-Time Code Generation. ACM SIGPLAN PLDI, pp. 137–148, 1996. (Selected for 20 Years of PLDI retrospective, 1999.) DOI · PDF

Pellacini, Vidimče, Lefohn, Mohr, Leone, Warren. Lpics: A Hybrid Hardware-Accelerated Relighting Engine for Computer Cinematography. ACM Transactions on Graphics (SIGGRAPH), vol. 24, no. 3, pp. 464–470, 2005. DOI · PDF

Riffel, Lefohn, Vidimče, Leone, Owens. Mio: Fast Multipass Partitioning via Priority-Based Instruction Scheduling. SIGGRAPH/Eurographics Workshop on Graphics Hardware, pp. 35–44, 2004. DOI · PDF


Selected Projects

OptiX Demand Loading LibraryGitHub

Sparse texture streaming for GPU ray tracing. The library maintains a page table that tracks which texture tiles reside in GPU memory; when tiles are missing, page requests are processed on the CPU between kernel launches, loading tiles from disk and transferring them to the GPU.

WeekendCompilerGitHub

An LLVM-based compiler for a subset of C. Implements a recursive-descent parser, a principled AST with accompanying visitor pattern, and an LLVM IR code generator. Intended as a substantial starting point for anyone building a compiled language on top of LLVM.

Still Frames

The Hobbit: The Battle of the Five Armies
The Hobbit: The Battle of the Five Armies
The Hobbit: The Battle of the Five Armies

The Hobbit: The Battle of the Five Armies (2014) — © Weta Digital

The Jungle Book
The Jungle Book
The Jungle Book

The Jungle Book (2016) — © Weta Digital

Pete's Dragon
Pete's Dragon
Pete's Dragon

Pete's Dragon (2016) — © Weta Digital

The BFG
The BFG
The BFG

The BFG (2016) — © Weta Digital